﻿using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;

public class FlyShipLeavingPawnDraw : FlyShipLeaving
{
    protected override void DrawAt(Vector3 drawLoc, bool flip = false)
    {
        //Thing thingForGraphic = GetThingForGraphic();
        var thing = this.Contents.SingleContainedThing;
        //float num = 0f;
        //if (def.skyfaller.rotateGraphicTowardsDirection)
        //{
        //    num = angle;
        //}
        //if (def.skyfaller.angleCurve != null)
        //{
        //    angle = def.skyfaller.angleCurve.Evaluate(TimeInAnimation);
        //}
        //if (def.skyfaller.rotationCurve != null)
        //{
        //    num += def.skyfaller.rotationCurve.Evaluate(TimeInAnimation);
        //}
        //if (def.skyfaller.xPositionCurve != null)
        //{
        //    drawLoc.x += def.skyfaller.xPositionCurve.Evaluate(TimeInAnimation);
        //}
        //if (def.skyfaller.zPositionCurve != null)
        //{
        //    drawLoc.z += def.skyfaller.zPositionCurve.Evaluate(TimeInAnimation);
        //}
        thing.DrawNowAt(drawLoc, flip);

        //thing.DrawAt(drawLoc, flip);

        //Graphic.Draw(drawLoc, flip ? thingForGraphic.Rotation.Opposite : thingForGraphic.Rotation, thingForGraphic, num);
        //DrawDropSpotShadow();
    }
    private Thing GetThingForGraphic()
    {
        var thing = this.Contents.SingleContainedThing;
        return thing;
    }
}

